WARNO
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SURM
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7.157 MB
Sep 21, 2023 @ 3:31pm
Nov 24 @ 10:00pm
175 Change Notes ( view )

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SURM

Description
NORTHAG campaigns still need work but I'm slowly grinding through them

Greetings!
Welcome to the Stupidly Unrealistic Realism Mod.

There are a lot of realism mods for WARNO but they all use words like "reasonable", "fun", "balanced", or "playable" to describe themselves. That's far too practical.

Here we make no such concessions. Want to have your heavy tanks sniped from 8km away by an AH-64 on the other side of a mountain using LOAL? How about positioning your troops for a perfect all around defense of a critical town only to have the entire place leveled by a battery of BM-30s firing from 50km off the map? Perhaps you'd like to watch helplessly as a T-80UD shrugs off a couple dozen LAWs before wiping out your entire platoon. You're in the right place.

This is a mod for people who laugh at the concept of balance. After all it's not all that "realistic" for East German reservists to hold off the US 3rd Armored, so get ready for extremely unequal levels of challenge.

If all that weren't enough. This will chug on all but the most powerful rigs (maybe those too, but I don't own one) so it kinda takes the "real time" out of real time strategy.

Yes this truly is a stupid mod, but what about the unrealistic part?

Basically everything here is based off wargaming websites, poorly sourced forum posts, YouTube videos and other similar sources of solid gold academic research material. Then of course, there are all the engine limitations, especially in spotting that really render the entire exercise silly. I promise there are serious accuracy issues and biases here. You will be mad. All that said, if you see something that's wrong (and care) you can post it with a source and I'll look into it.

"Realistic" Mechanics
SURM undoes the range compression of the vanilla game and applies "realistic" ranges, aim times, and speeds. The damage model is completely reworked, with penetration mechanics and critical effects like subsystem damage and crew casualties. When penetrated, most armored vehicles will either be bailed out, or suffer catastrophic ammo explosions (autoloading Soviet tanks are more likely to explode, newer NATO tanks with separate ammo storage are more likely to be bailed out). A bailed out tank is recoverable after battle which can be important for AG campaigns. Larger explosive weapons now feature both wide area fragmentation that damages light vehicles and infantry, and more extreme damage from direct hits or close misses that can blow apart even heavy tanks.

Most damage to vehicles is not repairable, the only repairs that occur are fixes by crew to things like computers and tracks. Infantry casualties cannot be replaced. Damaged or understrength units can be sold.

Spotting has also been overhauled. Fires from napalm, burning vegetation, and destroyed vehicles block LoS, as does dust from explosions. Stationary units are harder to see, but easier to hit. Infantry will dig small scratch shelters and get a defensive and stealth bonus after several minutes in one place.

Suppression mechanics have also been changed with suppressed infantry being harder to see. They will eventually get pinned down before routing in terror.

"Realistic" Formation Structures
Battlegroups are intended to be roughly battalion-sized, made up of companies of units. For infantry, there will be fighting sections, platoon HQs (for some nations these are mixed into a section, for others the HQ is a separate team), and company HQs, Soviet companies also have weapons sections (Pulemetchiki) with Metis and PKM. Tank units are simpler, with the tanks for the company, and company HQs of one or two tanks. Platoon HQs can capture zones, while company HQs can capture zones and give units in their radius +1XP level.

Mortar batteries are organic, some formations have limited amounts of howitzers available for attachment. AA, anti-tank units, attack helicopters, and aircraft can all be attached.

Command units under the logitic tab function as battalion commanders. These cause all company HQ units to provide +2XP levels instead of +1XP level.

"Realistic" Fire Support
Artillery is called in through forward observers, "standard" observers (or observer vehicles) are avilable in the artillery tab. These have commom support for a given formation, typically 155/152mm howitzers, and BM-21s for Pact forces. A single special observer is available in the logistic tab. These have access to more powerful strikes (8" howitzers, M270, BM-27, BM-30, LARS, etc). Observers can use radios so if one observer is in range of a target, all observers can direct accurate fire onto it.

Air strikes are significantly more powerful, but also rare. Aircraft turnaround times are long and damage cannot be repaired, so typically you will only get a single strike. Beware that large aerial bombs send fragmentation over a very large area and should not be dropped close to friendly infantry.

Lots More
Including:
  • Radar jamming
  • New Belgian division
  • Buccaneer bombers
  • Under-barrel and rifle grenade launchers
  • HE rounds for some infantry AT launchers (RPG-7, LRAC, Carl Gustaf, etc).
  • New supply system
  • Slower loading and unloading of units
If this somehow convinced you to play this, a more detailed (but still high level) change list is on the discussion page.

Potentially Useful Stuff
penetration calculator:
https://docs.google.com/spreadsheets/d/1GifiEq8iow0JTDMBsA6UGYvjMjnRHb_oBHCsF9bT_Cg/edit?gid=723810577#gid=723810577
code (Dec 27, 2024):
https://drive.google.com/file/d/1BTLDi1juWn0WOp0ulMU5IQQ0O7-dDbID/view?usp=sharing
discord (set up by @piratepengu):
https://discord.gg/vHp3bbu7BD
Good maps:
Depth of Field by Kel:
https://steamcommunity.com/sharedfiles/filedetails/?id=3355294791
WEST FULDA by Silver:
https://steamcommunity.com/sharedfiles/filedetails/?id=3363584349
Somero:
https://steamcommunity.com/sharedfiles/filedetails/?id=3390967396
Avdiivka Thunder:
https://steamcommunity.com/sharedfiles/filedetails/?id=3461551626
Popular Discussions View All (20)
39
Oct 18 @ 4:16pm
PINNED: Crash reports
themediocrity
10
Feb 4, 2024 @ 11:34pm
Sample Decks - OUTDATED
themediocrity
4
Jul 11, 2024 @ 2:16pm
Feedback - suggestions
Szybs
1,656 Comments
Olen Down Under 13 hours ago 
loving the mod so far, only issue i have found is in AG, there seems to be too much morale i have all 3 caps and have pretty much killed all of the AI and yet they still have just over 1000 morale left and i had to wait the whole 30 minutes for the battle to end, its not too bad in SP but for MP AG waiting that long would kinda suck, otherwise great mod
themediocrity  [author] 14 hours ago 
@RubenP96, my apologies, I'll look into it.
RubenP96 Nov 19 @ 1:31am 
Thanks for keeping this updated! Just wanted to let you know I had a small crash with MNAD saying a line in the German names was missing or something?
Lord_Rintintin Nov 18 @ 8:22am 
Amazing work as always !

I can't thank you enough for the sheer dedication you put in this mod, always updating pretty quickly even after all this time. Thanks mate !
themediocrity  [author] Nov 16 @ 10:11pm 
I've merged the DLC patch. I have not had much time to test, but since I won't get more time on this for a day or two, I'm taking a flier and putting it up. Report crashes when you see them please. I'm hoping to fix more texture crash issues and keep updating units over the next week or so
themediocrity  [author] Nov 9 @ 7:32pm 
@Darth_Gaymer

This is a little tough. Tanks specifically should be about right for the non-SOUTHAG formations (but Eugen loves obscure reservist units where OOB information is hard to find).

A lot of these late Cold War formations were extremely heavily mechanized and definitely did pay a price in dismount strength. My impression is some of that is lingering assumptions about fighting on a nuclear battlefield where dismounts couldn't do much.

Fire support is a complex issue. I don't give you nearly enough indirect fire for a Soviet unit in a breakthrough fight, but when you get into mobile operations, I might be either too generous or not enough depending on the assumptions you make. Ultimately, skirmish lacks any kind of real operational constraints.
Darth_Gaymar Nov 8 @ 8:11pm 
I like how you try to create battalions sized forces, but I feel like the number of tanks and fire support is too high for the number of infantry that one is allowed? maybe take another look at it?
themediocrity  [author] Oct 31 @ 9:35am 
Pushing an update now that should fix crashes and update a bunch of the SOUTHAG unit stats. Still lots more work to go on SOUTHAG stuff though.
themediocrity  [author] Oct 25 @ 12:14pm 
@Nyanko182 Thanks for the heads up! I should be able to correct that.
Nyanko182 Oct 25 @ 8:09am 
Found a bug in the first SOUTHAG AG campaign: Unknown unit ghost mimetic: Iltis_MILAN_2_RFA.